• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

The Ins and Outs of Elevators

Status
Not open for further replies.
Level 3
Joined
Oct 14, 2005
Messages
37
Despite my best efforts, I cannot seem to get elevator doodads to function correctly in my maps. What are the correct interactions between the elevator itself, the elevator height action, the elevator wall doodads, and the open/close elevator wall action?
 
Level 9
Joined
Aug 27, 2004
Messages
471
Elevator height: Visual; sets the visual height of the elevator. It does not effect the cliff height you must be on to walk onto it.

Elevator walls: Wall; when set a unit can/cannot come from said direction. No matter the cliff height or the elevator height.

I think this is the gist of them. Not sure if i'm 100% accurate on this though.
 
Level 3
Joined
Oct 14, 2005
Messages
37
Thank you for your reply, but unfortunately the gist of the mechanics is not enough. I have successfully gotten the elevator to rise and fall using the elevator height trigger, and to make a unit on the elevator unable to leave by one or more of the four sides. I have not been able to allow a unit to move from an elevator at a given height to an adjacent terrain piece at that height.
 
Level 3
Joined
Oct 14, 2005
Messages
37
It seems clear enough, and yet I am still not getting the desired results. No matter what walls are open, I still cannot get a unit to move from an elevator to an adjacent cliff. Is there something else I'm missing, something probably obvious to the rest of you?
 
Status
Not open for further replies.
Top